2 – GLSL framework for Raymarching

So what do we need to create worlds with raymarching? It’s really simple: a quad (two triangles) and a GLSL program made up of one vertex shader and one pixel shader. This GLSL program is used during the rendering of the quad. That’s all!

Raymarching: the floor!

Here is the base code to get the image right above: a raymarched floor. All following raymarched shaders will update the distance_to_obj() function. That’s all…